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Quest Giver: Sir Pythius the Radiant in the Necropolis
Level: 12 Party
Patron: The Silver Flame (7/14/21)
Length: very long
Entry Point: northern crypt in the necropolis, central entrance
Prereqs: Must have completed all four of the northern Crypt quests:
unhallowed, blighted, tormented and forbidden
Recommended Party: standard, caster with jump is handy, minimum of three
people for levers.
Base Experience: 6,819
Quest Info:
--Creatures: Thralls of the vampire, blackbone guard, skeletons, wraiths
--Traps: falling floors, grease and spike, force
Walkthrough:
First off, this quest is timed, you have 60 minutes to complete from the
time you step in, so be sure everyone steps in together. Second off, be
sure everyone has their silver flame or emerald claw necklace or trinket
before they hop in.
Another note, before you start. If you avoid killing any of the silver
flame agents, speak to the captain at the end to get an extra chest.
Flesh to stone is great crowd control against the Silver Flame Agents,
as they are immune to mind affecting spells.
Move in and clear out the large entry hall. Head west first. You will
get to a closed gate, and a spectre will pop up out of the floor,
telling you it is going to help you. Two ghosties fly slowly off, follow
the west one first. It will open the gate up the hall to head further
in. (The other ghost will be doing the same on the east side of the
crypt.) Clear out the halls on this side, until you reach a large room
full of small cells. The map is not symmetrical, but the concept is
basically the same on the other side. Both sides also have shrines. Your
job is to look through the cells for a chest with a key in it. You will
not be able to see the chest without opening the door. There is also a
loot chest, which you can con from outside, in one of the cells. In some
of the cells are prisoners being tortures, who you can free. In other
cells are badguys, who you can kill. In a few cells are silver flame
guys who have been mentally enslaved. Be careful not to kill them. They
are immune to mind affecting abilities and spells, though web will slow
them down. Once you find the key, head back to where you first met the
ghost. You can now go into the closed gate there, and free all the
ghosts.
Your two ghost buddies are sticking around, though. Travel back both
west, then east. At the end of each hall you will find you ghost, who
will teleport (walk into the ghost) you through the gate, to an image of
Mendetto the Vampire. The vampire is standing on an altar with silver
flame adherants grovelling at his feet. The job is to kill the vampire
without killing the silver flame guys. If you can get to him and
encircle him right off the bat, it helps to begin the battle well. The
silver flame guys will be curing him, casting cometfall on you, and
trying to beat you up. Direct damage spells like magic missiles work
well, since they cant hit the silver flame guys. Firewall is very bad.
Once you drop him on one side, head to the other side and repeat the
process. This will open up the way forward from the first main chamber,
up to the second level.
The ramp up is trapped, be prepared. Clear out the top area, you will
see a blocked way down with three lit skulls. In order to unlight the
skulls you must head up the ramps. There are 3 chambers and an optional
chest on the top level. The hallways to the far side chambers, and the
hall with the chest, will have points that fall out. It is possible to
prevent the falling of the floors by disarming them. There is a trapbox
for each. The whole floor in front of the chest will fall out, once
again, avoidable by disarming it. It is time consuming to try to get
over to it. If you fall, you will cost into a small holding cell. Defeat
the minions or survive long enough and the floor will fall out again to
the halls below where the shrines are.
Once you make it to the side chambers, you will see a catwalk going over
a glowing green floor. You will fall through the green, even though the
skeletons don't. The catwalks have force traps, so be careful. The two
side tunnels are slightly different than the center. You must get to the
end of the rampway, defeat the brimstone skeleton, and hit the altar. In
the centerish route, you have two levers. The levers must be pulled at
the same time to lower the gate with the altar and the warden. The gate
will close shortly after opening. Pull the guardian out first, dispatch
him, then open it again to hit the altar. Once all three altars are lit,
the way down is open. There is also a new shrine that appears next to
the path down.
Down into the last chamber, where the vampire awaits with four more of
his devout silver flame followers. Note: Update after Mod 5 included a
change where once you engage the vampire below, the path will seal
behind you. This version of the vamp is meaner than his two aspects.
Otherwise, just beat him up the way you did upstairs. Up to you. After
defeating him, grab the book off the altar before time runs out. This
stops the timer and then you can use the altar to upgrade your
necklaces. Also, a small room opens up in the back with a shrine. If you
were good, and didn't kill any Silver Flame folk, talk to the Commander
in the room here, and he will give you a bonus chest. It will do a
single upgrade, no matter what stage you are currently at, to a maximum
of the third upgrade. (The fourth is after defeating the Black Abbot in
the Ascension Chamber).
Thanks to Vorn of the DDO forums for some nice info about traps and the
bonus chest.
Another nice walkthrough is available
here. It includes a map.
End Reward: standard loot choice, upgrade your silver flame or emerald
claw pendant at end of quest inside. Up to the third upgrade. |